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The Geomancer

The geomancer is a potent spellcasting class that uses the environment to work magic, turning basic elements into powerful weapons.

Whether consulting the fates or manipulating the elements, geomancers are deeply connected to the forces that govern the multiverse. Both while waging war or building community, geomancers bring their particular mystical orientation to the forefront of all their magical work.

Communal Mystics

Everything is connected: the co-mingling of the elements that produce the multiverse and the congregations of people that form civilization are just different sides of the same coin. Geomancers see the relationships between all beings-energies which circulate the globe-and they manipulate that flow to profound effect through insights grounded in context and community. While some use their power to escape the world, most use their transcendence to serve (or reshape) it instead.

Reading The Earth

Geomancers have an intimate relation to the soil on which they tread-and thus to the cosmos in which they live. In the same way close friends can detect shifts in one another’s season of life, so too do geomancers read and respond to the spiritual movements of the earth. The relationship between worldly objects shape the paths of elemental energy that geomancers practice manipulating, and indeed the very nature of their elemental magic changes based on their location and environment. This also informs their battle strategy, prompting them to see opportunities and resources emerging from moment to moment.

Creating a Geomancer

When you create your geomancer, consider where you might ply your prophetic trade. Are you heir to a long line of village sages, or are you a mystical court vizier? Perhaps you could be a member of a separatist enclave using divination to reshape the course of history, or maybe you are self-taught and learning the language of stone as you wander, lonely as a cloud amidst the mountains.

Additionally, you will need to choose the nature of your sacred stone and how you obtained it. It could be a revered heirloom of your tradition, or you might have made it as part of your initiation. Perhaps it is a mysterious relic you found or purchased thanks to sheer happenstance. Does the nature of your sacred stone say anything about your quest going forward?

Quick Build

Wisdom should be your highest ability score, followed by Constitution. If you chose Order of the Conqueror or Order of the Rune Knight, also prioritize Strength. Choose the cantrips druidcraft and produce flame. For skills, pick Insight and Perception.

Class Features

Hit Points

Hit Dice: 1d8 per geomancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or s) + your Constitution modifier per geomancer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Choose one from cartographer’s tools, jeweler’s tools, mason’s tools, or potter’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a priest’s pack or (b) a scholar’s pack
  • One weapon with which you are proficient
  • One tool kit with which you are proficient
  • A sacred stone: either (a) a blessed crystal, (b) a bag of runestones, or (c) a stone tablet

Sacred Stone

At 1st level, you have a sacred stone-such as a blessed crystal, a bag of runestones, or a stone tablet inscribed with scripture or art-to aid you in your magic and focus your spells. You can also use your sacred stone to unleash mystical powers, some of which you gain as you gain geomancer levels.

Table: Geomancer
Level Proficiency Bonus Features Cantrips Known Elemental Spell Slots Spell Level
1 +2 Sacred Stone, Elemental Magic, Geomantic Order 2 1 1
2 +2 Written in Stone 2 2 1
3 +2 Order Feature 2 2 2
4 +2 Ability Score Improvement 3 2 2
5 +3 Wholesome Stone 3 2 3
6 +3 Order Feature 3 2 3
7 +3 Numinous Acquaintance 3 2 4
8 +3 Ability Score Improvement 3 2 4
9 +4 Elemental Rapport 3 2 5
10 +4 Order Feature 4 2 5
11 +4 Cosmic Emanation (6th level) 4 3 5
12 +5 Ability Score Improvement 4 3 5
13 +5 Cosmic Emanation (7th level) 4 3 5
14 +5 Order Feature 4 3 5
15 +5 Cosmic Emanation (8th level), Inerrant Sight 4 3 5
16 +6 Ability Score Improvement 4 3 5
17 +6 Cosmic Emanation (9th level) 4 4 5
18 +6 Global Influence 4 4 5
19 +6 Ability Score Improvement 4 4 5
20 +6 Elemental Master 4 4 5

Multiclassing Prerequisite(s): Wisdom 13

Proficiencies Gained: Light armor, shields, and one tool and one skill from the geomancer’s proficiency list

Stone’s Blessing

If you are holding your sacred stone or if it is on your person, you can use it as a bonus action to grant temporary hit points to yourself and each friendly creature you can see within 30 feet. You grant a number of temporary hit points equal to your Wisdom modifier (minimum 1). You can use this ability a number of times equal to half your geomancer level (minimum 1), and you regain all expended uses when you finish a long rest.

Divination Rituals. Your sacred stone also helps you learn divination rituals. When you find a divination of 1st level or higher that has the ritual tag, you can memorize it by practicing its use, but only if a cleric or wizard of your geomancer level could prepare it. For each level of the spell, the process takes 2 hours and costs so gp, like a wizard copying a spell into their spellbook. The cost represents material components you expend as you experiment with the spell to master it, as well as the incense used to meditate on the magic. Once you have spent this time and money, you can cast the ritual at will. You cannot cast these spells using Elemental Magic spell slots (see below).

Replacing Your Sacred Stone. Although each geomancer’s sacred stone is unique and holds precious sentimental value, a thief may not find it of such intense magical value (unless the fates so conspire).

Even so, if you lose your sacred stone, you can find or create another object of similar efficacy for about so gp. Some geomancers collect a few such curiosities in case the worst should happen. Even though you cannot activate your Stone’s Blessing feature without your sacred stone, losing or replacing your stone has no effect on the divination rituals you have learned.

Variant: Expanded Availability

At the GM’s discretion, a Medium-sized or larger creature within 30 feet composed of a given element also counts for providing geomancers with Environmental Availability. Such creatures might include elementals, plants, or constructs.

Elemental Magic

Your connection to the forces of creation have given you facility with spells.

Cantrips. You know two cantrips of your choice from the geomancer spell list. You learn additional geomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Geomancer table.

Spell Slots. The Geomancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your geomancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.

Environmental Availability. Unlike most spellcasters, you do not “learn” spells of 1st through 5th level. Instead, your spell list for these levels are split across five elements-Earth, Fire, Metal, Water, and Wood-and those spells are available for you to cast only under certain environmental conditions. To cast a geomancer spell of 1st through 5th level, you must spend an elemental spell slot of that level or higher, and you must meet that spell’s environmental availability requirement. Environmental availabilities are as follows:

  • Earth-You must be standing on ground or stone, or there must be a Medium-sized or larger earthen or stone object within 30 feet of you.
  • Fire-There must be a Medium-sized or larger flame within 30 feet of you.
  • Metal-There must be a Medium-sized or larger metallic object within 30 feet of you.
  • Water-There must be a Medium-sized or larger body of water within 30 feet of you.
  • Wood-There must be a Medium-sized or larger plant or wooden object within 30 feet of you.

Depending on the surroundings, a geomancer may have many or very few options for spellcasting.

Spellcasting Ability. Wisdom is your spellcasting ability for your geomancer spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a geomancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus. You can use your sacred stone as a spellcasting focus for your geomancer spells.

Your geomancer spells do not require material components when the total cost of the material components is less than 100 gp.

Variant: Expanded Elements

At the GM’s discretion, the geomancer’s spell list can also include any spell that uses the elements in its name (such as “earth,” “ice,” “stone”) . This is helpful if the campaign showcases content outside the main rulebooks. The GM can also rework or replace available elements with others-such as Air or Ice-depending on the flavor of the campaign (removing Earth is not recommended, and the total number of elements should remain around four or five.)

Geomantic Order

At 1st level, you have been initiated into an order of fellow geomancers in your discipline. You can choose the order of the Apothecary, Architect, Conqueror, or Rune Knight. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Written in Stone

At 2nd level, you learn augury and can cast it with Elemental Magic or as a ritual. Your sacred stone suffices for the material components. If a divination spell you cast requires a focus or material components which are not consumed, your sacred stone counts as a substitute material worth a number of gold pieces equal to 25 gp times your geomancer level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Wholesome Stone

At 5th level, your sacred stone grows in power. The temporary hit points granted by Stone’s Blessing increase to your Wisdom modifier + your geomancer level.

Numinous Acquaintance

From 7th level onward, your forays into the unspeakable realms grant you insight. You can cast detect evil and good at will, without expending a spell slot.

Elemental Rapport

At 9th level, you learn to relate personally with the forces of creation. You can speak and write Aquan, Auran, Ignan, Primordial, and Terran. You also have advantage on Charisma (Deception), Charisma (Persuasion), and Wisdom (Insight) checks made when interacting with elementals.

Cosmic Emanations

At 11th level, your connection to the foundations of reality grants you a magical secret called an emanation. Choose one 6th-level spell from the geomancer spell list as this emanation. You can cast your emanation spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more geomancer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystical Emanations when you finish a long rest.

Elemental Radiance

At 13th level, your sacred stone surrounds allies in a holy light. When you use Stone’s Blessing, choose one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. While a creature has temporary hit points from Stone’s Blessing, it also has resistance to the type of damage that you chose.

Inerrant Sight

Starting at 15th level, your eyes awaken to cosmic truth. You can use this feature to cast true seeing on yourself once between long rests, without spending material components or a spell slot.

Global Influence

At 18th level, the range of your Stone’s Blessing and – other geomancer features improves from 30 to 60 feet.

Elemental Master

At 20th level, your being connects with reality itself, allowing you to draw on new reserves of mystical power to regain expended spell slots. You can spend 1 minute contemplating the unity of existence to regain all your expended Elemental Magic spell slots.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Geomancer Spell List

Cantrips

Druidcraft, mending, resistance, true strike, shillelagh, produce flame

Fire

Water

Wood

Earth

Metal

Emanations

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